///*
//* Copyright (C) 2012-2013, <Aeihu.z, aeihu.z@gmail.com>.
//*
//* Game Scenario Maker is a free software; you can redistribute it and/or
//* modify it under the terms of the GNU General Public License
//* Version 2(GPLv2) as published by the Free Software Foundation.
//*/
//
//#ifndef _CANIMATIONEFFECTS_H_
//    #define _CANIMATIONEFFECTS_H_
//
//#include <SFML/Graphics.hpp>
//#include "../Common/CCommon.h"
//
//enum {MOVE_TYPE_NONE, MOVE_TYPE_UP, MOVE_TYPE_DOWN, MOVE_TYPE_LEFT, MOVE_TYPE_RIGTH};
//
//class CAnimationEffects
//{
//    protected:
//        int                    Interval;
//        long                OldTime;
//        bool*                Pause;
//
//        CAnimationEffects();
//    public:
//        void SetInterval(int ms);
//};
//
//class CAnimationEffects_Move : virtual public CAnimationEffects
//{
//    private:
//        bool                IsShowed;
//        int                    AnimateType;
//        int                    AnimateState;
//    protected:
//        int                    Offset_X;
//        int                    Offset_Y;
//        int                    Dest_Offset_X;
//        int                    Dest_Offset_Y;
//        
//        int OnMove();
//    public:
//        CAnimationEffects_Move();
//        void OnShow(bool* target);
//        void OnHide(bool* target);
//        void SetAnimateType(int type);
//        int GetAnimateState();
//};
//
//class CAnimationEffects_Alpha : virtual public CAnimationEffects
//{
//    private:
//    protected:
//        int                    Alpha;
//
//        int OnAlpha(CSprite& surface);
//    public:
//        CAnimationEffects_Alpha();
//        void SetAlpha(int alpha, bool* target);
//};
//#endif